eh, thats still shit, they should just put it back to the way it was beforeSpidery_Yoda wrote:
ie it does 80% damage at the end now instead of 25%
NOOO!!!!weasel_thingo wrote:
eh, thats still shit, they should just put it back to the way it was beforeSpidery_Yoda wrote:
ie it does 80% damage at the end now instead of 25%
The Pyro was way underpowered before do to the drop off. 25% damage was way, way, way to little. 80% is fine I think.
Updated the OP with today's (epicly minor) update.
Exciting stuff.
Finally . Now everyone can see it instead opf just those of us that got the 3rd party fix. I've had it for a few days now and it rocksSteam wrote:
Updates to Team Fortress 2 have been released. The updates will be applied automatically when your Steam client is restarted. The specific changes include:
Team Fortress 2
Fixed rcon crash caused by too many incorrect password attempts
Fixed clients experiencing connection problems during round restarts
Fixed flares not always being removed on impact
Fixed 32 player servers not working correctly with SourceTV enabled
Fixed dropped flags sometimes falling through the world
Fixed number key menu input sending 2 key events
Fixed PING field being clipped in the scoreboard at 800x600 resolution
Fixed broken Medigun taunt
Changed mat_showmiplevels to only be allowed when cheats are on
That picture is awesome reminds me of the thing's you do when you go camping and tell ghost stories.
I don't believe it. They've removed the Oktober Fest taunt completely. They haven't fixed it at all.
I had a working version as well.
Not happy.
I had a working version as well.
Not happy.
But if Yoda says its been removed I'll shank ValveFixed broken Medigun taunt
I think the removing completely might be an accident. Apparently they messed up the server files by putting a 'return' where there shouldnt be one, and it affects the medic taunt as well. Apparently.
They might properly fix it today or something.
They might properly fix it today or something.
It's only a Taunt
libertarian benefit collector - anti-academic super-intellectual. http://mixlr.com/the-little-phrase/
Erm I think they fixed it.
Huh? Fixed what? They removed it, didnt they?wah1188 wrote:
Erm I think they fixed it.
Its not fixed and its not removed either.
Or at least not always removed. I was on a server before and it was the broken one again. Where the Medic just stands there.
Hopefully something'll be done soon.
lol. I know it is. But its a fun one.
Or at least not always removed. I was on a server before and it was the broken one again. Where the Medic just stands there.
Hopefully something'll be done soon.
NO ITS HAHAHA OKTOBER FEEEST.Uzique wrote:
It's only a Taunt
lol. I know it is. But its a fun one.
Ok so this is meant to be the 'unexciting updates' thread so i'll post about todays update in here.
http://store.steampowered.com/news/2246/
Sticky nerf and.....
New Menu Music! It's Meet the Scout music . The music isn't mentioned but its there.
http://store.steampowered.com/news/2246/
Sticky nerf and.....
New Menu Music! It's Meet the Scout music . The music isn't mentioned but its there.
Team Fortress 2
* Sticky bombs now get a reduced close range damage ramp up (like Rocket Launcher & Syringe Gun)
o Ultimately reduces damage done by sticky bombs to enemies <512 units from the Demoman
* Moved the unlockable system over to the new item backend:
o Added a warning dialog to the loadout screen telling clients when the server they're on could not get their loadout
* Made "tf_damage_disablespread" a replicated convar, so clients can see the value of it on the server they're connected to
* Renamed "mp_stalemate_at_timelimit" to "mp_match_end_at_timelimit", to better explain its function now that stalemate is optional
* Fixed muzzle flashes & shell ejections still playing when viewmodels are hidden
* Server tags can now be used to include or exclude servers from the list
Team Fortress 2 and Day of Defeat: Source
* Protected several more commands from client exploitation
Last edited by Spidery_Yoda (2009-02-16 17:44:18)
Didn't Valve previously state that once they move the unlocks to the backend, they would release the scout update?Spidery_Yoda wrote:
Ok so this is meant to be the 'unexciting updates' thread so i'll post about todays update in here.
http://store.steampowered.com/news/2246/
Sticky nerf and.....
New Menu Music! It's Meet the Scout music . The music isn't mentioned but its there.Team Fortress 2
* Sticky bombs now get a reduced close range damage ramp up (like Rocket Launcher & Syringe Gun)
o Ultimately reduces damage done by sticky bombs to enemies <512 units from the Demoman
* Moved the unlockable system over to the new item backend:
o Added a warning dialog to the loadout screen telling clients when the server they're on could not get their loadout
* Made "tf_damage_disablespread" a replicated convar, so clients can see the value of it on the server they're connected to
* Renamed "mp_stalemate_at_timelimit" to "mp_match_end_at_timelimit", to better explain its function now that stalemate is optional
* Fixed muzzle flashes & shell ejections still playing when viewmodels are hidden
* Server tags can now be used to include or exclude servers from the list
Team Fortress 2 and Day of Defeat: Source
* Protected several more commands from client exploitation
Also as I recall the Pyro update was announced as gone gold on a Tuesday (id est, tomorrow), and released on a Thursday, with a similar near black-out of info in the days pending the announcement.
Yeah the Scout update shouldn't be far off now. There's an annoyance with this new loadout system though.
You have to physically respawn for the changes to take effect . You can't stand in the spawm room and have the changes happen instantly. To make whatever changes you need, you have to go into the loadout, change weapon, change class, change back.
Hopefully they'll fix that soon.
You have to physically respawn for the changes to take effect . You can't stand in the spawm room and have the changes happen instantly. To make whatever changes you need, you have to go into the loadout, change weapon, change class, change back.
Hopefully they'll fix that soon.
Last edited by Spidery_Yoda (2009-02-16 19:05:04)
I want sniper rifles to not have crosshairs again.
they do?Miggle wrote:
I want sniper rifles to not have crosshairs again.
w-w-why
_______________________________________________________________________________________________
wat? fail.Spidery_Yoda wrote:
Yeah the Scout update shouldn't be far off now. There's an annoyance with this new loadout system though.
You have to physically respawn for the changes to take effect . You can't stand in the spawm room and have the changes happen instantly. To make whatever changes you need, you have to go into the loadout, change weapon, change class, change back.
Hopefully they'll fix that soon.
THE REMOVAL OF THE EQUIP COMMAND CAUSED MANY TO THINK THAT CIVILIAN HEAVY WAS ONCE AGAIN 'DEAD'. Valve tried to remove him once before but to no avail. The new changes in the loadout system made people think that once again, Valve had tried to remove him.
BUT CIVILIAN HEAVY CANNOT BE DEFEATED
http://forums.steampowered.com/forums/s … stcount=39
He lives
Oh and in related news, the loadout changes take effect when you hit a supply cabinet for some reason instead of right away.
BUT CIVILIAN HEAVY CANNOT BE DEFEATED
http://forums.steampowered.com/forums/s … stcount=39
He lives
Oh and in related news, the loadout changes take effect when you hit a supply cabinet for some reason instead of right away.
FOR GREAT JUSTICESpidery_Yoda wrote:
THE REMOVAL OF THE EQUIP COMMAND CAUSED MANY TO THINK THAT CIVILIAN HEAVY WAS ONCE AGAIN 'DEAD'. Valve tried to remove him once before but to no avail. The new changes in the loadout system made people think that once again, Valve had tried to remove him.
BUT CIVILIAN HEAVY CANNOT BE DEFEATED
http://forums.steampowered.com/forums/s … stcount=39
He lives
Oh and in related news, the loadout changes take effect when you hit a supply cabinet for some reason instead of right away.
Makes sense.Spidery_Yoda wrote:
Oh and in related news, the loadout changes take effect when you hit a supply cabinet for some reason instead of right away.
Supply cabinet = gun cabinet?
Whoa... Can't believe these forums are still kicking.
wtfFlecco wrote:
Makes sense.Spidery_Yoda wrote:
Oh and in related news, the loadout changes take effect when you hit a supply cabinet for some reason instead of right away.
Supply cabinet = gun cabinet?
in a game where men can run twice as fast and double jump, a game where men can rocket jump, a game where men can heal one another with a beam of light..
Yeah, TF2 makes sense a lot really
Well if it wasn't for the fact that you could change the entire person you're playing as in an instant in the spawn room i'd agree with you. But if you can do that you should be able to change guns.Flecco wrote:
=
Makes sense.
Supply cabinet = gun cabinet?
Tbh I just think Valve didn't think it through properly and hopefully we should get a fix soon.
Last edited by Spidery_Yoda (2009-02-17 06:04:19)